Sounds cool, will check out the map script and let you know if I run into any issues. Thanks for another excellent addition! And of course thank you for the update which fixes the RTJP crash - you've pretty much saved the mod (and probably other future mods as well!). Is there a hard limit to how high I can set MeshHeapSize? And would that limit ever likely be reached in the engine?

Also, what does the ExtraTerrainNodes setting do? I'm going to guess it increase the amount of detailed terrain which can be loaded without the game crashing? If so, tatu and I could probably use that for our Island Mod as well. RTJP's terrain hasn't been poly-reduced yet so it crashes in most places which aren't on the main level route, but I plan on fixing that as the island is developed.

Lastly, just to clarify, was anything changed in the .nut scripts included in the .zip with the map function?

You can use the MEMLOG console command to see how much mesh heap levels use. You'll see that original levels seem to be somewhere in the range 5 - 10 MB. RTJP around 41. 48 should last for a bit. The theoretical limit is much higher, but other things need memory too so it might not be the best idea to throw hundreds of megs of meshes at it.

ExtraTerrainNodes is related to the structures it builds for terrain data. I don't know exactly how it correlates to detail, just that RTJP ran out of that mem and crashed when I tested with standard FOV. Increasing the value got rid of that. If it's no longer needed after poly-reduction then you can remove it again. The added out of memory log info should help identfiy if a crash is related to that or not.

Yes, the existing nut file files were updated too. I didn't change what was there, but I had to add new functions and vars - in the game script and player script - for the map stuff.

You can use the MEMLOG console command to see how much mesh heap levels use. You'll see that original levels seem to be somewhere in the range 5 - 10 MB. RTJP around 41. 48 should last for a bit. The theoretical limit is much higher, but other things need memory too so it might not be the best idea to throw hundreds of megs of meshes at it.

Okay, that helps to know. There aren't too many meshes left, but I predict I might have to increase that value further in the future as most of them are going to be fairly detailed. I'll have to try and reduce the polycount where I can on some models and clean up my mesh errors as well.

Sounds cool, will check out the map script and let you know if I run into any issues. Thanks for another excellent addition! And of course thank you for the update which fixes the RTJP crash - you've pretty much saved the mod (and probably other future mods as well!). Is there a hard limit to how high I can set MeshHeapSize? And would that limit ever likely be reached in the engine?

I guess it would also help with your HD mod, specially when it comes to levels like IT and LAB

_________________"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond

I was asked to made a blank file structure template as a quick set-up for CE mods, so I figured that I should post it for everyone to use. I included text files whose names state which files go in each folder to hopefully make things simple, and included a copy of the fm.ini file in its correct place as well. Simply drag-n-drop the contained folder into your FMs directory, rename it to something which fits your mod, set-up the contained fm.ini, and you're ready to rock.

I was asked to made a blank file structure template as a quick set-up for CE mods, so I figured that I should post it for everyone to use. I included text files whose names state which files go in each folder to hopefully make things simple, and included a copy of the fm.ini file in its correct place as well. Simply drag-n-drop the contained folder into your FMs directory, rename it to something which fits your mod, set-up the contained fm.ini, and you're ready to rock.

Hello. I'm a Russian-speaking fan of the game. I want to translate it into Russian. I want to ask the CE-patch author to replace ANSI_CHARSET with DEFAULT_CHARSET, wherever possible, especially in the D3DXCreateFontIndirectA function. Because without this the game can not be translated into Russian, since the game incorrectly displays the Cyrillic alphabet. I apologize for my weak English, I use Google translator.

Hello. I'm a Russian-speaking fan of the game. I want to translate it into Russian. I want to ask the CE-patch author to replace ANSI_CHARSET with DEFAULT_CHARSET, wherever possible, especially in the D3DXCreateFontIndirectA function. Because without this the game can not be translated into Russian, since the game incorrectly displays the Cyrillic alphabet. I apologize for my weak English, I use Google translator.

I don’t think this is a good idea. Especially after “Fargus” horrable translation.It’s better play in English with no translation needed.

_________________ I believe I've spent enough time in the company of death

Hello. I'm a Russian-speaking fan of the game. I want to translate it into Russian. I want to ask the CE-patch author to replace ANSI_CHARSET with DEFAULT_CHARSET, wherever possible, especially in the D3DXCreateFontIndirectA function. Because without this the game can not be translated into Russian, since the game incorrectly displays the Cyrillic alphabet. I apologize for my weak English, I use Google translator.

I don’t think this is a good idea. Especially after “Fargus” horrable translation.It’s better play in English with no translation needed.

Why is this a bad idea? I'm going to make a new translation. I want this game in Russian. So I do not know what's the matter with Fargus. It would be better to help than to write nonsense.

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